Beelzeboop
Beelzeboop
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Just yesterday, a Jake tried to T-bag me a bit too far from the gates. Executed.
Another time, I was playing Demo, and I came around from the side just as they got to the gate. Two of them had to crawl out, and I took the Dwight as punishment for being too cocky.
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@MadLordJack said:
To be fair, we really don't know the circumstances of a lot of the bans. And as we've seen, pretty much anything can potentially get you banned. Even what I am currently saying is grounds to ban me and I wouldn't be surprised if it happened.
"Did you just say the word 'fair' on a DBD forum? Flagged."
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It really needs to be written better.
A lot of the quotation marks and parentheses are pretty nonsensical.
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How about....
oblivious?
Or hindered?
It would make a bit more sense.
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@Gay_Police_Dept said:
Haha, this one, totally.
Haha, ######### you pally.
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Executioner. The sheer feeling of being an indomitable, punishing force is amazing.
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I got Huntress and Laurie.
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Throughout the world, survivors DC in real life...
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@NoOneKnowsNova said:
This is actually a really good idea, and I'm excited to see what you make of this thread and to see what gets majority ^^
I think a European Beast-man from the Victorian era sounds like an interesting concept for a killer.
I think a sympathetic story would fit this killer.
I'm not exactly sure how it would go, but Darkness sounds like a neat idea for an element for a power.
As for what the power is like, a killer that has both chase power and mobility of some sort sounds good.
Finally for perks, it should be varied with a hex perk, a chase perk and a slowdown perk.
I wonder what everyone else will choose, it'll be interesting to see.
*Gothic horror intensifies*
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It's okay.
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@Blue_Archer33 said:
https://forum.deadbydaylight.com/en/discussion/comment/1911039#Comment_1911039
Player Psychology Specialist.. you have my attention. What did you mean by this?
I've been studying how players act in both singleplayer and multiplayer games.
The reason is so that, in the event that I end up finishing a video game, I would know how to read the community and minimize toxicity in multiplayer games.
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I'm on.
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Some sort of bogeyman killer, with an ability to dash or teleport in order to cut off escape routes and end loops.
The power to interface screw survivors like the Doctor would be fun, too.
But what I really want is a killer based around grabs instead of chases.
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I think that you should work on a different but similar idea, maybe John Carpenters The Thing.
It was one of Carrion's inspirations, after all.
It would be pretty fitting, as well. Stalling (the Thing smashed escape routes and had an affinity for sabotage), paranoia (relying more on pickups than chases, and maybe disguising as a Survivor), and adaptation (getting stronger as objectives are completed on both sides) could be themes in it's power.
You could even keep the perks (please do) with nothing more than a renaming.
It seems "simpler" from a killer perspective, with an easily identifiable playstyle, and, admittedly, still a bit too unique for most survivors, but they can't really complain, can they?
If well done, it would just be a horror icon doing it's "Thing."
I am absolutely certain you have the skill and even the talent to make a good killer, and if we wan't any truly unique perks or killers, we need people who are good at this kind of thing.
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Good design.
I like it.
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Being good doesn't mean being recognized for it.
As a monster design specialist, I love it.
From a game design specialist, I like it.
As a player psychology specialist, it sucks. But only because of the players.
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@gibblywibblywoo said:
This doesn't take into account that camping can sometimes be necessary or the smart play due to survivors running out to the hook in the open and clearly not doing gens.
Also body blocking as survivor can also be a smart play, its on the killer to either smack you and get through or go around, the fact that they're ignoring you completely to tunnel vision someone makes this smart survivor gameplay and a good use of teamwork. I can't count the amount of times I've saved a teammate at the exit gates by blocking a M1 tunneler between myself and a tree, and they could have got them or even me if they actually tried but they were dead set on tunneling one player to death.
I have to confirm that camping is sometimes necessary.
One time I was playing Demo during EGC on the saloon map. I had no sacrifices or kills of any kind, but I had one survivor on a hook. The gates were open, I was lagging like crazy, three survivors were probably waiting for me to come so they could T-bag me, and I just wanted my 1k match.
They weren't waiting at the gates. They were planning a ######### tactical assault. I got 45 hooks that match. The fact that that's even possible astounds me.
I hooked the first "hero," a Dwight, just out of LoS of the other survivor. We went back and forth, back and forth, but they refused to let anyone stay behind, and I was borderline certain that they were using some sort of hacks for a longer EGC and more hooks or something. In the end, the Dwight blinded me and they all escaped.
Dwight called me a rat afterwards. He was red ranked as well. I'm level 16, no prestige.
######### Dwight, by the way.
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@hatchking said:
Sorry if it's ugly too look at I don't know how to format properly
"Enter" key to make a new paragraph.
Also, please use punctuation. Please.
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In my opinion,
No, and the survivors should be penalized more as it is.
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It's what I have.
And it's what I love.
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No, my little brother has nightmares constantly, and my dad blames me for it, so I promised that I wouldn't play DBD on his stadia until my little brother goes to bed at 8:00 pm, our time. It's about 5:30 right now.
Sorry.
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I like this. It would force survivors to care about anything.
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@Grimmy_Bluues said:
https://forum.deadbydaylight.com/en/discussion/comment/1910276#Comment_1910276
Thank you, I appreciate the feedback :)
How would you suppose I change the power to make it more fair?
Being strong doesn't mean that it's unfair, it's just... well...
It seems too complicated for most players, for one thing.
Think of what happened to the Doctor. His power was a lot simpler to begin with, but the combination of the stance system and the madness mechanic meant that just reading his power description was overwhelmingly intimidating even to experienced players.
The Creature also seems too unpredictable to effectively predict. That can work, of course, but look at how survivors deal with killers like the Spirit.
If they don't have an obvious, effective counterplay that the survivors can reliably use the exact same way every time, they're gonna hate it, and since BVR is mostly survivor mains, well...
BVR would probably either nerf it to the ground (Hillbilly, Nightmare), ignore it and pretend that there isn't a million reasons to fix something about it (Plague, Spirit), or gut it and virtually replace the power with something else (Doctor, Executioner).
It's not bad, and I personally like it, but the devs and community won't.
The perks are still freaking awesome, though.
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Thanks! I should be playing tonight.
I main killer. :)
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######### firecrackers.
I can't tell you how annoying it is when survivors call you over specifically to T-bag you at the gates.
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ChaplainRock#6920
I play on my dad's stadia. He got it for Cyberpunk 2077.
I can't send you a friend invite for some reason, but maybe you can send me one.
Thought it was worth mentioning that I'm new too.
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Playing nurse for the second time, and I found a survivor in a locker.
I found them because I arrived as soon as they stepped out of it.
I hit them, and they went back in. So I moved forward to grab them out and they jumped out again.
They kept jumping in and out of the locker until I hit them again and downed them.
I didn't realize that they DC'd until I was halfway to the hook.
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The absolute lack of tone.
I've studied game design, monster design, and the horror genre for five years and counting. This game sucks at two of those.
What are you supposed to get as killer?
Being a scary monster, hunting and killing survivors in a way that the monster you're playing as would.
What do you get as killer?
Trying to win at least eight chases and deliver four squirming survivors to hooks while an arbitrary time limit ticks down, often having to redo most if not all of your work. In addition, the survivors can each take you one on one by design, and have three teammates that van do the same thing, in addition to helping them in other ways other than pretty much existing. Also, you look kinda spooky.
What are you supposed to get as survivor?
A thrilling experience, completing your objective while evading a horrible monster, living out how it feels to be in a slasher film.
What do you get as survivor?
Run to a generator, hold m1, click at the right time, play ring around the rosy with a blood soaked serial killer, throw a shipping pallet down on them, shine a flashlight in their eyes, run away, instantly heal any injuries, win. Or don't. Because you didn't find eight different piles of bones and hold m1 for eight seconds on each one.
I know I'm probably exaggerating on the survivors side, mainly because I don't have the patience to play survivor, but my point is valid.
This argument doesn't include the sheer amount of bullying that goes on in this game.
The fact that this is how the game is played, even by a non-toxic person, disgusts me.
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I feel like NoED is fine.
If survivors can get so many second chance perks, the killers deserve at least one.
Even if it can be cancelled.
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Can we get a side-by-side comparison?
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I would actually run this perk if this was it.
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Ok, thanks.
That makes a lot of sense. I think.
I'm not into basketball, and haven't had the ability to catch up on memes for a long time.
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I think the power is interesting, if maybe a bit strong.
I love the perks though. I would play the killer just for those.
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@Lexilogo said:
It really wouldn't matter how good/bad this idea was, Trapper with a dog isn't the same character. And, even though Trapper could certainly use buffs, his current core concept has aged quite well and I don't want it changed. You'd be better off pitching this as a new Killer altogether.
Admittedly, yeah.
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@Karao_Ke said:
I actually made a tierlist for a similar post a week (or so) ago. Now that I think about it, I feel bad for doing Bubba so dirty :(
https://us.v-cdn.net/6030815/uploads/RDFGQ840TN8Q/dbd-killer-hot-list-xd.png
Don't objectify demo, that's bestiality.
Or something.
Don't lewd the pupper, community.
We have Blight for that.
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Executioner and Demo.
Because that's who I have.
Also, map domination. (OwO)
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I'm fairly new to the community, uh, what the heck does "kobe" mean in this case?
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So, counters to NoED are:
- Use one of the many, many, too many actually second chance perks that you are indubitably already running several of.
- Just do bones.
- Act like a normal person and leave.
No wonder survivors hate it.
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@AChaoticKiller said:
NGl i got turned off the second i read AI, in games that have controls like this along with vaults and yada AI's would suffer and be very easy to loop and with the amount of bugs this game presents im sure it will get stuck a lot.
IF they did make a good AI which i highly doubt they can just look at mobile that does have AI's than the idea is is pretty good but i think it should be on it's own killer. I get that trapper struggles with traps but that is the only connection i see between his power and the dogs and the dog would definitely not be able to herd survivors into traps that would only happen if the survivor was going to that traps location in the first place.
however the skill check thing? i feel like this would only be good against new players so the event that the dog would actually injure someone at all would be rare, skill checks for any power should only be included if it's for stalling/interacting and while this does that I feel the dog isn't strong enough for it to need that and it probably wont get survivors easy enough either.
Thanks for the feedback!
It was just off the top of my head, but the idea wasn't absolute garbage like usual, so I decided to post it.
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Grabbing a survivor as they slid across a pallet into me (I was lagging bad).
Bodyblocking two survivors in a corner as wraith. I uncloaked, downed one, realized what was happening, and let the other one out.
Not without a hit though. Or a chase.
They all got away though.
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As a killer main, I would probably panic.
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I like it.
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Where is this survey? I know its closed, I just wanna see it.
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@Karao_Ke said:
https://forum.deadbydaylight.com/en/discussion/comment/1907196#Comment_1907196
Well let me just say that those years definitely paid off, because myself & others love your ideas. The concept of reworking killers & in-game mechanics to fill in the atmospheric horror game that DBD could be is just amazing.
I don't know why you didn't go through with your game idea, because I really think you should take these thoughts & years of experience and put it towards a game that you can call yours. Even if you have to do a Kickstarter or something, I'll bet it'll be good.
Thanks, but my coding knowledge still probably isn't up to scratch. I'm still learning Javascript, but I'm doing pretty well.
I also suffer from "Scatterbrained Artist Syndrome," meaning that at any given time I'm working on 17 projects that I'm gonna give up on or forget about before I'm even halfway done. The general treatment is "write stuff the hell down," but I'm severely allergic to the main ingredients, "patience" and "commitment."
The main reason I wanted to do it was actually to force DBD to improve by giving it some actual competition. If you haven't noticed, Dead by Daylight is pretty much the only "good" 4v1 unbalanced multiplayer game on the market right now, and I kinda wanted to change that.
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@Patiencehero said:
https://forum.deadbydaylight.com/en/discussion/comment/1905249#Comment_1905249
Can I just say how much I love this idea? I know it's an off-the-cuff one and likely would need fine tuning, but my god, he sounds so much more fun to play in this form, both against and as. It's an S-tier according to my idea of a good killer - one who has the potential to legitimately spook and create moments of excitement.
I think people misconstrue what Killer mains want out of our Killers, so it's just really nice to see someone else who gets my mentality that the power role we want as killer isn't "Guaranteed to 3k against similarly matched survivors and shut down loops", but "Power fantasy and Atmosphere". It's why I love Mikey so much despite his middle-of-the pack balance - because you FEEL like Michael Myers (though my only change to facilitate this further would be an addon that makes him undetectable while stalking at the cost of stopping movement or something) - going from being a stalking, faceless shape to a unstoppable juggernaut running down his prey. Games with him escalate and have a lot of surprise ambushes, and it just FEELS good.
I get that people are competitive by nature, but it's easy to forget the emotional payoff of just being a threat, getting a legitimate scare, or being able to legitimately get into the role of a horror movie villain, hence why my entire set of changes was about behavior improvement and binary balance - so the game can focus on the good stuff for both parties.
Thanks, its so rare that I find someone who gets it.
I would love to redesign quite a few of the killers to be "scarier," or to fit their respective series or genres better. I fell in love with this game more for the concept of being a horror icon or even just a scary monster, and I would love to make this feeling dominant for the killer.
I'd focus on making the game objectively more scary, atmospheric, and fun before actual balance.
In my studies, I've found that while ideally a game should be both fun and balanced, the former usually beats out the latter.
BTW, that add-on you suggest would be awesome.
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@Karao_Ke said:
https://forum.deadbydaylight.com/en/discussion/comment/1905249#Comment_1905249
Ideas like this is what would make DBD scarier again. I love the TCM films & really like the concept of implementing mechanics that represent Leatherface as how he is in the movies.
To be completely honest, this is probably the best rework idea I've ever heard of for Bubba. Well done!
Thanks! I have a lot of ideas for reworks, redesigns, and general fixes, if my original comment didn't tip you off.
I've been studying the horror genre, monster design, art, and game design (both tabletop games and video games) for about five years and counting.
I actually had the idea to make my own DBD-style 4v1 unbalanced multiplayer game at one point, with high visual and playstyle customizability for both Slashers (Killers) and Protagonists (Survivors), in addition to multiple gamemodes and challenge types.
By the way, thought it was worth mentioning that there's a ######### Roblox game with better gameplay than DBD. It's called Before the Dawn. I wouldn't say this if it wasn't true.
Sorry, got way off track there. Anyway, if you wanna ask any other questions, fire away.
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@Karao_Ke said:
https://forum.deadbydaylight.com/en/discussion/comment/1904942#Comment_1904942
Love this response. Though I want to ask, how would you rework Bubba? Imo I think he's fairly weak against competent survivors.
I don't know. I would like to play up the daylight horror from the original film, though.
Maybe a stance system of sorts, switching between a "Searching" stance, where he's undetectable (he comes straight outa nowhere in the movie) but slightly slower, and a "Chasing" stance, where he's faster, has a one hit down, and can break pallets with basic attacks, but is using his fully revved chainsaw, which is slow to use and audible from half the map away.
Picture this: You're doing gens with your bud, when suddenly BBBBBRRRRVVVVV!!!!!!!! You run away, you don't look back, but you know he's there. The chainsaw fades as you make it to relative safety, but suddenly, it stops. You know what's happened. Your friend is down. You'll have to go back and find him. You search, praying you don't hear- BBBBBRRRRVVVVV!!!!!!!! BBQ and Chili. After a brief chase, you escape. You never found your friend.
That's just off the top of my head. If I actually had to code it in I would take at least a week to think hard about what to do with this guy. It would have to have some sort of stealth-adjacent ability, as tribute to the fact that they never show the violence as it happens on screen.
He's important in the history of horror, especially slasher films. He deserves better.
He really does.
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I would, as a start:
- Fix line of sight, to start with, and thus fix ghosty boi's power.
- Put survivors into first person.
- Replace most skillchecks with puzzle minigames (like in Among Us, but longer, harder, and [OwO] more numerous), with a button to look up to look for the killer, pausing progress on the puzzle.
- Find a way to nerf looping in general (someone had an idea that the killer could knock down props to block survivors).
- Buff the damn Trapper for the Entities sake, he's the games frickin' mascot, after all!
- Fix the rank system, IE make it reward players for making the game more interesting for each other.
- Make chases about getting away from the killer, not stalling them.
- Try to make controls less clunky.
- Make all killers intimidating.
- Rework Spirit, Hag, Nightmare, Cannibal, and probably some other killers.
- LISTEN TO COMPLAINTS AND CONSIDER THE ROOT ISSUES AT SOME POINT.
Anyway, that's what I have for now. I just thought that making the killer experience better would bring back some killer players, thus reducing survivor wait time, thus improving the game.
I also thought it would be interesting to increase survivor involvement and immersion.
Update: Some more ideas.
- HUD would show significantly less information (each survivor would have to have perks in order to know the healthstates of the others).
- Better graphics and optimization, obviously.
- Perk rebalance.
- Killer emotes.
- Casual mode (for memers, mostly) and multi-killer gamemodes (with more suvivors; definitely not viable in the games current state).
- Interwoven story, linking the DBD original killers and survivors together in an interconnected universe (I know that that's already a thing, but I mean all the characters).
- Some more obscure IPs.
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This issue is nearly universal for survivors.
Don't worry about your setup or anything, the problem is largely with the systems of match-making.
From how I understand it, the system tries to match you with a killer and survivors that fit your rank and level.
However, it takes time for each time it checks a server, and given the declining killer population, the game has to check a lot of servers.
The game then starts broadening its search parameters, getting desperate to get you into any game at all. This then forces the game to look through the servers again, because maybe things have changed since it last checked.
This goes on and on and on until it gives up and dumps you into basically whatever server it feels like.
It has to do this with every survivor.
I wonder if the devs realized that making killer near unplayable has negative effects on the survivors experience too?
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I want to grab Bill by the teeth and stomp on his rib cage until I can see the individual broken vertebrae.